mirror of
https://github.com/nzp-team/dquakeplus.git
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177 lines
4.5 KiB
C++
177 lines
4.5 KiB
C++
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2007 Peter Mackay and Chris Swindle.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include <pspaudiolib.h>
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#include <pspkernel.h>
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extern "C"
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{
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#include "../quakedef.h"
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}
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namespace quake
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{
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namespace sound
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{
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struct Sample
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{
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short left;
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short right;
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};
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static const unsigned int channelCount = 2;
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static const unsigned int inputBufferSize = 16384;
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static const unsigned int inputFrequency = 11025;
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static const unsigned int outputFrequency = 44100;
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static const unsigned int inputSamplesPerOutputSample = outputFrequency / inputFrequency;
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static Sample inputBuffer[inputBufferSize];
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static volatile unsigned int samplesRead;
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static inline void copySamples(const Sample* first, const Sample* last, Sample* destination)
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{
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switch (inputSamplesPerOutputSample)
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{
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case 1:
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memcpy(destination, first, (last - first) * sizeof(Sample));
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break;
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case 2:
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for (const Sample* source = first; source != last; ++source)
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{
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const Sample sample = *source;
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*destination++ = sample;
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*destination++ = sample;
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}
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break;
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case 4:
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for (const Sample* source = first; source != last; ++source)
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{
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const Sample sample = *source;
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*destination++ = sample;
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*destination++ = sample;
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*destination++ = sample;
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*destination++ = sample;
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}
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break;
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default:
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break;
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}
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}
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static void fillOutputBuffer(void* buffer, unsigned int samplesToWrite, void* userData)
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{
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// Where are we writing to?
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Sample* const destination = static_cast<Sample*> (buffer);
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// Where are we reading from?
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const Sample* const firstSampleToRead = &inputBuffer[samplesRead];
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// How many samples to read?
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const unsigned int samplesToRead = samplesToWrite / inputSamplesPerOutputSample;
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// Going to wrap past the end of the input buffer?
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const unsigned int samplesBeforeEndOfInput = inputBufferSize - samplesRead;
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if (samplesToRead > samplesBeforeEndOfInput)
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{
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// Yes, so write the first chunk from the end of the input buffer.
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copySamples(
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firstSampleToRead,
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firstSampleToRead + samplesBeforeEndOfInput,
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&destination[0]);
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// Write the second chunk from the start of the input buffer.
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const unsigned int samplesToReadFromBeginning = samplesToRead - samplesBeforeEndOfInput;
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copySamples(
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&inputBuffer[0],
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&inputBuffer[samplesToReadFromBeginning],
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&destination[samplesBeforeEndOfInput * inputSamplesPerOutputSample]);
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}
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else
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{
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// No wrapping, just copy.
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copySamples(
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firstSampleToRead,
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firstSampleToRead + samplesToRead,
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&destination[0]);
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}
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// Update the read offset.
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samplesRead = (samplesRead + samplesToRead) % inputBufferSize;
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}
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}
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}
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using namespace quake;
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using namespace quake::sound;
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qboolean SNDDMA_Init(void)
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{
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// Set up Quake's audio.
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shm = &sn;
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shm->channels = channelCount;
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shm->samplebits = 16;
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shm->speed = inputFrequency;
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shm->soundalive = qtrue;
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shm->splitbuffer = qfalse;
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shm->samples = inputBufferSize * channelCount;
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shm->samplepos = 0;
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shm->submission_chunk = 1;
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shm->buffer = (unsigned char *) inputBuffer;
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// Initialise the audio system. This initialises it for the CD audio module
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// too.
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pspAudioInit();
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// Set the channel callback.
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// Sound effects use channel 0, CD audio uses channel 1.
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pspAudioSetChannelCallback(0, fillOutputBuffer, 0);
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return qtrue;
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}
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void SNDDMA_Shutdown(void)
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{
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// Clear the mixing buffer so we don't get any noise during cleanup.
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memset(inputBuffer, 0, sizeof(inputBuffer));
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// Clear the channel callback.
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pspAudioSetChannelCallback(0, 0, 0);
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// Stop the audio system?
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pspAudioEndPre();
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// Insert a false delay so the thread can be cleaned up.
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sceKernelDelayThread(50 * 1000);
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// Shut down the audio system.
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pspAudioEnd();
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}
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int SNDDMA_GetDMAPos(void)
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{
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return samplesRead * channelCount;
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}
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void SNDDMA_Submit(void)
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{
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}
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